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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hook</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hook"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/Hook"/>
	<updated>2026-04-21T20:32:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35895</id>
		<title>Terarin Games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35895"/>
		<updated>2025-10-20T13:51:35Z</updated>

		<summary type="html">&lt;p&gt;Hook: added more info about Terarin55’s style of games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:terarin_games_logo.jpg|200px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Terarin Games''' is an indie videogame developer and publisher from Japan, created by the lead programmer, ''Junichi Terayama'', known as '''''Terarin55'''''.&lt;br /&gt;
&lt;br /&gt;
Their main focus is creating retro-styled [[shooting game]]s, but without the “unfairness” of that era&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;. A common theme of their games is that the protagonist is fighting a system gone haywire, Terarin makes it an important point that they in their games humans are not fighting other humans. Their games most often have a single, but well implemented, mechanic and feature an excellent [[Help:Glossary#Caravan_Shooter|Caravan]] mode. The main target platforms are Steam and the Nintendo Switch, but many of their games are also available in a visually stripped-down version on Android.&lt;br /&gt;
&lt;br /&gt;
According to interviews&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.nintendolife.com/news/2020/07/feature_missile_dancer_dev_terarin_games_on_shmup_design_future_plans_and_embracing_western_players&amp;lt;/ref&amp;gt; Junichi Terayama is an information security engineer by day, and develops shooters in his spare time, using the GameMaker engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Terarin Games =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker]]'' || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker 2]]'' || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer]]'' || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gemini Arms]]'' || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raging Blasters]]'' || 2021 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || 2022 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terra Flame]]'' || 2022&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Gagnant]]'' (together with [[Takahashi Meijin]]) || 2023&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer 2]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crystal Breaker]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaze of Storm]]'' || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://twitter.com/Terarin55 Terarin Games Developer Twitter]&lt;br /&gt;
* [https://www.teraringames.com/ Terarin Games Official Site]&lt;br /&gt;
* [https://store.steampowered.com/franchise/terarin Terarin Games at the Steam Store]&lt;br /&gt;
* [https://terarin.itch.io/ Terarin Games (old, seems abandoned) Itch.io page]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35894</id>
		<title>Terarin Games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35894"/>
		<updated>2025-10-20T13:45:53Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* External Links */ added itch.io&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:terarin_games_logo.jpg|200px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Terarin Games''' is an indie videogame developer and publisher from Japan, created by the lead programmer, ''Junichi Terayama'', known as '''''Terarin55'''''.&lt;br /&gt;
&lt;br /&gt;
Their main focus is creating retro-styled [[shooting game]]s, but without the “unfairness” of that era&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;. A common theme of their game is that they have a single, but well implemented, mechanic and that they feature an excellent [[Help:Glossary#Caravan_Shooter|Caravan]] mode. The main target platforms are Steam and the Nintendo Switch, but many of their games are also available in a visually stripped-down version on Android.&lt;br /&gt;
&lt;br /&gt;
According to interviews&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.nintendolife.com/news/2020/07/feature_missile_dancer_dev_terarin_games_on_shmup_design_future_plans_and_embracing_western_players&amp;lt;/ref&amp;gt; Junichi Terayama is an information security engineer by day, and develops shooters in his spare time, using the GameMaker engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Terarin Games =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker]]'' || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker 2]]'' || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer]]'' || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gemini Arms]]'' || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raging Blasters]]'' || 2021 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || 2022 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terra Flame]]'' || 2022&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Gagnant]]'' (together with [[Takahashi Meijin]]) || 2023&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer 2]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crystal Breaker]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaze of Storm]]'' || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://twitter.com/Terarin55 Terarin Games Developer Twitter]&lt;br /&gt;
* [https://www.teraringames.com/ Terarin Games Official Site]&lt;br /&gt;
* [https://store.steampowered.com/franchise/terarin Terarin Games at the Steam Store]&lt;br /&gt;
* [https://terarin.itch.io/ Terarin Games (old, seems abandoned) Itch.io page]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35893</id>
		<title>Terarin Games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35893"/>
		<updated>2025-10-20T13:44:20Z</updated>

		<summary type="html">&lt;p&gt;Hook: added more info on the general style of Terarin’s games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:terarin_games_logo.jpg|200px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Terarin Games''' is an indie videogame developer and publisher from Japan, created by the lead programmer, ''Junichi Terayama'', known as '''''Terarin55'''''.&lt;br /&gt;
&lt;br /&gt;
Their main focus is creating retro-styled [[shooting game]]s, but without the “unfairness” of that era&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;. A common theme of their game is that they have a single, but well implemented, mechanic and that they feature an excellent [[Help:Glossary#Caravan_Shooter|Caravan]] mode. The main target platforms are Steam and the Nintendo Switch, but many of their games are also available in a visually stripped-down version on Android.&lt;br /&gt;
&lt;br /&gt;
According to interviews&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.nintendolife.com/news/2020/07/feature_missile_dancer_dev_terarin_games_on_shmup_design_future_plans_and_embracing_western_players&amp;lt;/ref&amp;gt; Junichi Terayama is an information security engineer by day, and develops shooters in his spare time, using the GameMaker engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Terarin Games =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker]]'' || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker 2]]'' || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer]]'' || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gemini Arms]]'' || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raging Blasters]]'' || 2021 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || 2022 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terra Flame]]'' || 2022&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Gagnant]]'' (together with [[Takahashi Meijin]]) || 2023&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer 2]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crystal Breaker]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaze of Storm]]'' || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://twitter.com/Terarin55 Terarin Games Developer Twitter]&lt;br /&gt;
* [https://www.teraringames.com/ Terarin Games Official Site]&lt;br /&gt;
* [https://store.steampowered.com/franchise/terarin Terarin Games at the Steam Store]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35892</id>
		<title>Terarin Games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35892"/>
		<updated>2025-10-20T13:39:34Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shooting games developed by Terarin Games */ fixed game names to match with (new) official spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:terarin_games_logo.jpg|200px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Terarin Games''' is a indie videogame developer and publisher from Japan, created by the lead programmer, ''Junichi Terayama'', known as '''''Terarin55'''''.&lt;br /&gt;
&lt;br /&gt;
Their main focus is creating retro-styled [[shooting game]]s, but without the “unfairness” of that era&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;. The main target platforms are Steam and the Nintendo Switch, but many of their games are also available in a visually stripped-down version on Android.&lt;br /&gt;
&lt;br /&gt;
According to interviews&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.nintendolife.com/news/2020/07/feature_missile_dancer_dev_terarin_games_on_shmup_design_future_plans_and_embracing_western_players&amp;lt;/ref&amp;gt; Junichi Terayama is an information security engineer by day, and develops shooters in his spare time, using the GameMaker engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Terarin Games =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker]]'' || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Striker 2]]'' || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer]]'' || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gemini Arms]]'' || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raging Blasters]]'' || 2021 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || 2022 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terra Flame]]'' || 2022&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Gagnant]]'' (together with [[Takahashi Meijin]]) || 2023&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer 2]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crystal Breaker]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaze of Storm]]'' || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://twitter.com/Terarin55 Terarin Games Developer Twitter]&lt;br /&gt;
* [https://www.teraringames.com/ Terarin Games Official Site]&lt;br /&gt;
* [https://store.steampowered.com/franchise/terarin Terarin Games at the Steam Store]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raging_Blasters&amp;diff=35890</id>
		<title>Raging Blasters</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raging_Blasters&amp;diff=35890"/>
		<updated>2025-10-20T13:38:29Z</updated>

		<summary type="html">&lt;p&gt;Hook: Hook moved page RagingBlasters to Raging Blasters: official spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A great starting point for writing this article is to look at the [https://www.teraringames.com/entry/ragingblasters_e official entry of the game] published by [[Terarin Games]] themselves, as goes into the concept behind the game as well as some in-depth description of its features and mechanics.&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=RagingBlasters&amp;diff=35891</id>
		<title>RagingBlasters</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=RagingBlasters&amp;diff=35891"/>
		<updated>2025-10-20T13:38:29Z</updated>

		<summary type="html">&lt;p&gt;Hook: Hook moved page RagingBlasters to Raging Blasters: official spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Raging Blasters]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raging_Blasters&amp;diff=35889</id>
		<title>Raging Blasters</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raging_Blasters&amp;diff=35889"/>
		<updated>2025-10-20T13:37:04Z</updated>

		<summary type="html">&lt;p&gt;Hook: link to concept document of the game, so someone has a good reference when they start this article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A great starting point for writing this article is to look at the [https://www.teraringames.com/entry/ragingblasters_e official entry of the game] published by [[Terarin Games]] themselves, as goes into the concept behind the game as well as some in-depth description of its features and mechanics.&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Moon_Dancer&amp;diff=35888</id>
		<title>Moon Dancer</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Moon_Dancer&amp;diff=35888"/>
		<updated>2025-10-20T13:35:14Z</updated>

		<summary type="html">&lt;p&gt;Hook: added reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo_moondancer_3x.png|200px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #001fbc&lt;br /&gt;
| title = MoonDancer&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Moondancer_capsule.jpg&lt;br /&gt;
| width = 250px;&lt;br /&gt;
| imagecaption = Cover artwork (Steam)&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[Terarin Games]]&lt;br /&gt;
|&lt;br /&gt;
| music = HIROKKEY &amp;lt;/br&amp;gt; Taku Shiiba&lt;br /&gt;
|&lt;br /&gt;
| program = Terarin55&lt;br /&gt;
|&lt;br /&gt;
| releasedate = 2022&lt;br /&gt;
|&lt;br /&gt;
| previousgame = [[RagingBlasters]]&lt;br /&gt;
| nextgame = [[Terra Flame]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Moon_Dancer_Screenshot.png|thumb|right|Windows Version]]&lt;br /&gt;
''Moon Dancer'' is a vertical-scrolling shooter game developed and published by [[Terarin Games]]. It was released on January 14, 2022 for Microsoft Windows and is available worldwide on Steam in English, Japanese, French, Italian, German, Spanish, and Portuguese. A Switch version was published by Regista and released on the Japanese E-Shop in July and in other regions later on September 29th, 2022. The Switch version features more detailed graphics and minor enemy and powerup location differences in both Arcade and Caravan modes. &lt;br /&gt;
&lt;br /&gt;
The game features full controller support and in-game settings for vertical monitors (tate), supporting both 90 and 270 degree rotations.&lt;br /&gt;
&lt;br /&gt;
Your ship features a lock on laser. According to the developer, the game focuses on attacking the enemy rather than avoiding bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Game Modes==&lt;br /&gt;
Arcade mode consists of eight stages and has three levels of difficulty.&lt;br /&gt;
&lt;br /&gt;
Caravan mode is a 3-minute high score mode and plays on a special stage dedicated to this mode. This mode is available in the demo.&lt;br /&gt;
&lt;br /&gt;
==Unlockable Secrets==&lt;br /&gt;
As is the case with several other of Terarin’s games, a stage select menu is accessible in Moon Dancer. To use it, input ( ← → ← → ← → ) during the opening cutscene of Arcade Mode.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Mid-Stage Scoring===&lt;br /&gt;
Each enemy type from fodder to boss has a base points value awarded when destroyed. &lt;br /&gt;
Additional points are earned upon destroying every enemy in the same grouping.&lt;br /&gt;
&lt;br /&gt;
Destroyed enemies drop crystals that can be picked up for an end of stage bonus (100 points each). Destroying an enemy causes all of their bullets remaining onscreen to be canceled and converted into crystals. Held crystals are lost on death. &lt;br /&gt;
&lt;br /&gt;
There are invisible areas throughout each stage that, when a player targets and destroys them, create a pickup worth 50,000 points.&lt;br /&gt;
&lt;br /&gt;
Certain missiles, such as those found in Stage 2-2, award the player 10,000 when destroyed.&lt;br /&gt;
Any Shot Powerups a player picks up when at max level is worth 10,000.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
====Making Chains====&lt;br /&gt;
Chains in Moon Dancer are created by hitting anything targetable with one of your lock-on laser projectiles. It increases by one per laser that connects and does not go up if the target is destroyed before the laser hits it. The time window for increasing your chain is quite short: it is impossible to go up to max number of lock-ons without losing it, and it appears to be impossible to chain entire stages on account of lulls during level transitions. A considerable amount of score in Moon Dancer can be gained or lost through maintaining long chains. &lt;br /&gt;
&lt;br /&gt;
====Points through Chaining====&lt;br /&gt;
When a chain of 5 or more ends, the player receives points of the chain amount x300.&lt;br /&gt;
In addition, every non-boss enemy has an assigned bonus point value that is multiplied by the current chain and added to their base destruction value. The bonus for fodder enemies can be as low as 40 points per chain, but rarer enemies such as the caravan miniboss and the self-assembling drones found in caravan and 3-3 have values of 225 and 300 respectively.&lt;br /&gt;
&lt;br /&gt;
Bosses do not grant a chain bonus on defeat, making them generally impossible to milk. However, the Stage 2 boss occasionally spawns small tanks, creating small payouts for the chain you can build on it.&lt;br /&gt;
&lt;br /&gt;
===Stage Clear Bonuses===&lt;br /&gt;
====Arcade Stage Clear====&lt;br /&gt;
Stage Points- 100,000&lt;br /&gt;
&lt;br /&gt;
Time Points - Currently Unknown&lt;br /&gt;
&lt;br /&gt;
Destroyed - number of enemies destroyed x100&lt;br /&gt;
&lt;br /&gt;
Crystal - number of crystals held x100&lt;br /&gt;
&lt;br /&gt;
====Caravan Stage Clear====&lt;br /&gt;
Stage Points - 100,000&lt;br /&gt;
&lt;br /&gt;
Destroyed - number of enemies destroyed x100&lt;br /&gt;
&lt;br /&gt;
Crystal - number of crystals held x100&lt;br /&gt;
&lt;br /&gt;
Lives - number of remaining lives x10,000&lt;br /&gt;
&lt;br /&gt;
==Further reading==&lt;br /&gt;
&lt;br /&gt;
[https://www.teraringames.com/entry/MoonDancer_e Official description and concept of Moon Dancer on Terarin Games’ website]&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Lock-on_mechanic]]&lt;br /&gt;
[[Category:Tate support (PC)]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Crystal_Breaker&amp;diff=35887</id>
		<title>Crystal Breaker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Crystal_Breaker&amp;diff=35887"/>
		<updated>2025-10-20T13:32:30Z</updated>

		<summary type="html">&lt;p&gt;Hook: link to concept document of the game, so someone has a good reference when they start this article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A great starting point for writing this article is to look at the [https://www.teraringames.com/entry/2024/09/06/122632 official concept document of the game] published by [[Terarin Games]] themselves.&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35886</id>
		<title>Terarin Games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35886"/>
		<updated>2025-10-20T13:30:09Z</updated>

		<summary type="html">&lt;p&gt;Hook: added more info on Terarin55 himself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:terarin_games_logo.jpg|200px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Terarin Games''' is a indie videogame developer and publisher from Japan, created by the lead programmer, ''Junichi Terayama'', known as '''''Terarin55'''''.&lt;br /&gt;
&lt;br /&gt;
Their main focus is creating retro-styled [[shooting game]]s, but without the “unfairness” of that era&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;. The main target platforms are Steam and the Nintendo Switch, but many of their games are also available in a visually stripped-down version on Android.&lt;br /&gt;
&lt;br /&gt;
According to interviews&amp;lt;ref&amp;gt;https://indietsushin.net/posts/2024-09-14-Interview-with-Terarin.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.nintendolife.com/news/2020/07/feature_missile_dancer_dev_terarin_games_on_shmup_design_future_plans_and_embracing_western_players&amp;lt;/ref&amp;gt; Junichi Terayama is an information security engineer by day, and develops shooters in his spare time, using the GameMaker engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Terarin Games =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ImageStriker]]'' || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ImageStriker2]]'' || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[MissileDancer]]'' || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[GeminiArms]]'' || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RagingBlasters]]'' || 2021 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || 2022 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terra Flame]]'' || 2022&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Gagnant]]'' (together with [[Takahashi Meijin]]) || 2023&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer 2]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crystal Breaker]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaze of Storm]]'' || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://twitter.com/Terarin55 Terarin Games Developer Twitter]&lt;br /&gt;
* [https://www.teraringames.com/ Terarin Games Official Site]&lt;br /&gt;
* [https://store.steampowered.com/franchise/terarin Terarin Games at the Steam Store]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Blaze_of_Storm&amp;diff=35885</id>
		<title>Blaze of Storm</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Blaze_of_Storm&amp;diff=35885"/>
		<updated>2025-10-20T11:21:34Z</updated>

		<summary type="html">&lt;p&gt;Hook: link to concept document of the game, so someone has a good reference when they start this article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yet to be released.&lt;br /&gt;
&lt;br /&gt;
The [https://www.teraringames.com/entry/2025/10/02/120104 concept document to the game] has been released by the developer though.&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35884</id>
		<title>Terarin Games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Terarin_Games&amp;diff=35884"/>
		<updated>2025-10-20T11:18:37Z</updated>

		<summary type="html">&lt;p&gt;Hook: added missing games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:terarin_games_logo.jpg|200px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Terarin Games''' is a indie videogame developer and publisher from Japan, created by the lead programmer known as '''''Terarin55'''''.&lt;br /&gt;
&lt;br /&gt;
Their main focus is creating retro-styled [[shooting game]]s for Steam and the Nintendo Switch platforms. Many of their games are also available in a visually stripped-down version on Android.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Terarin Games =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ImageStriker]]'' || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ImageStriker2]]'' || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[MissileDancer]]'' || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[GeminiArms]]'' || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RagingBlasters]]'' || 2021 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || 2022 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terra Flame]]'' || 2022&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Gagnant]]'' (together with [[Takahashi Meijin]]) || 2023&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missile Dancer 2]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crystal Breaker]]'' || 2024&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaze of Storm]]'' || TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://twitter.com/Terarin55 Terarin Games Developer Twitter]&lt;br /&gt;
* [https://www.teraringames.com/ Terarin Games Official Site]&lt;br /&gt;
* [https://store.steampowered.com/franchise/terarin Terarin Games at the Steam Store]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Success&amp;diff=28745</id>
		<title>Success</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Success&amp;diff=28745"/>
		<updated>2024-04-01T00:36:45Z</updated>

		<summary type="html">&lt;p&gt;Hook: added Fantasy / R’n’R&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Success Corporation ==&lt;br /&gt;
[[File:Success logo.png|400px|center|logo of success]]&lt;br /&gt;
'''Success''' (株式会社サクセス) is a Japanese game developer and publisher, who have developed many games in the [[shooting game]], role-playing, and platformer genres (notably the Umihara Kawase series). They are most remembered by shootemup fans as the makers of the Cotton and [[Psyvariar]] series.&lt;br /&gt;
&lt;br /&gt;
Success continues to be active as a publisher and developer.&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Success=====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton: Fantastic Night Dreams]]'' || 1991 || Sega&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Märchen Adventure Cotton 100%]]'' || 1994 || Datam Polystar&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton 2: Magical Night Dreams]]'' || 1997 || Success&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton Boomerang]]'' || 1998 || Success&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guardian Force]]'' || 1998 || Success&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Psyvariar: Medium Unit / Psyvariar: Revision]]'' || 2000 || [[Taito]]&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton Reboot]]'' || 2021 || BEEP&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton Fantasy: Superlative Night Dreams]]'' (a.k.a. Cotton Rock’n’Roll) || 2021 || Success / ININ Games&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28485</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28485"/>
		<updated>2024-03-21T20:52:09Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ clarified that “magical bullet” is not homing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level)&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot straight up (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# +20% more energy in each purple gem picked up&lt;br /&gt;
# +30% more energy in each purple gem picked up (max. level{{unconfirmed}})&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot straight up&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# +2.0s before timer expires between combos (max. level{{unconfirmed}})&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The ''Chain Lightning'' special weapon will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Laser Gun'' special weapon will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a ''bomb'' to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Improvements of the ''Mine'' special weapon&lt;br /&gt;
# +50% speed increase of the launched mine travelling up the screen&lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the ''Shotgun''special weapon is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* ''Shotgun'' energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone please confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The ''Ancient Guardian'' special weapon will take Shin’s place as the enemies’ target. Costs 1 energy unit.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Leaf Shield'' special weapon shoots out a magic homing bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed for each magic bullet&lt;br /&gt;
# 3 enemy bullets needed for each magic bullet&lt;br /&gt;
# 2 enemy bullets needed for each magic bullet (max. level {{unconfirmed}})&lt;br /&gt;
* Enemy bullets passing through the ''Ancent Guardian'' special weapon slow down&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28484</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28484"/>
		<updated>2024-03-21T20:50:43Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level)&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# +20% more energy in each purple gem picked up&lt;br /&gt;
# +30% more energy in each purple gem picked up (max. level{{unconfirmed}})&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# +2.0s before timer expires between combos (max. level{{unconfirmed}})&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The ''Chain Lightning'' special weapon will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Laser Gun'' special weapon will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a ''bomb'' to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Improvements of the ''Mine'' special weapon&lt;br /&gt;
# +50% speed increase of the launched mine travelling up the screen&lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the ''Shotgun''special weapon is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* ''Shotgun'' energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone please confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The ''Ancient Guardian'' special weapon will take Shin’s place as the enemies’ target. Costs 1 energy unit.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Leaf Shield'' special weapon shoots out a magic homing bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed for each magic bullet&lt;br /&gt;
# 3 enemy bullets needed for each magic bullet&lt;br /&gt;
# 2 enemy bullets needed for each magic bullet (max. level {{unconfirmed}})&lt;br /&gt;
* Enemy bullets passing through the ''Ancent Guardian'' special weapon slow down&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28483</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28483"/>
		<updated>2024-03-21T20:25:27Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ confirmed some more through game play&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level)&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# +20% more energy in each purple gem picked up&lt;br /&gt;
# +30% more energy in each purple gem picked up (max. level{{unconfirmed}})&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# +2.0s before timer expires between combos (max. level{{unconfirmed}})&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The ''Chain Lightning'' special weapon will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Laser Gun'' special weapon will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a ''bomb'' to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Improvements of the ''Mine'' special weapon&lt;br /&gt;
# +50% speed increase of the launched mine travelling up the screen&lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the ''Shotgun''special weapon is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* ''Shotgun'' energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone please confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The ''Ancient Guardian'' special weapon will take Shin’s place as the enemies’ target. Costs 1 energy unit.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Leaf Shield'' special weapon shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed for each magic bullet&lt;br /&gt;
# 3 enemy bullets needed for each magic bullet&lt;br /&gt;
# 2 enemy bullets needed for each magic bullet (max. level {{unconfirmed}})&lt;br /&gt;
* Enemy bullets passing through the ''Ancent Guardian'' special weapon slow down&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28482</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28482"/>
		<updated>2024-03-21T20:23:41Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Scoring */ I’m confused by the extra bomb bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* ''combo bonus'' (see below)&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb on Noob and Normal, 75.000 on Veteran (and Expert{{unconfirmed}})&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 640.000 for 8 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up is worth depending on the difficulty ({{unconfirmed}} I was pretty confident in these numbers, but then the Veteran bomb thing happened. Please someone re-confirm these numbers):&lt;br /&gt;
&lt;br /&gt;
* _Noob_ difficulty: first extra HP: 10.000, second extra: 20.000; extra bomb 40.000{{unconfirmed}}&lt;br /&gt;
* _Normal_ difficulty: first extra HP: 20.000, second extra HP: 40.000; extra bomb: 80.000&lt;br /&gt;
* _Veteran_ difficulty: {{unconfirmed}}; extra bomb: 10.000 ({{unconfirmed}} I’m confused now)&lt;br /&gt;
* _Expert_ difficulty: {{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000 || 60.000 || 75.000{{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000 || 120.000 || 150.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000 || 180.000 || 225.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000 || 360.000 || 450.000 || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28466</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28466"/>
		<updated>2024-03-21T15:30:41Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Scoring */ weird extra bomb bonus on Veteran difficulty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* ''combo bonus'' (see below)&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb on Noob and Normal, 75.000 on Veteran (and Expert{{unconfirmed}})&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 640.000 for 8 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up is worth depending on the difficulty:&lt;br /&gt;
&lt;br /&gt;
* _Noob_ difficulty: first extra HP: 10.000, second extra: 20.000; extra bomb 40.000{{unconfirmed}}&lt;br /&gt;
* _Normal_ difficulty: first extra HP: 20.000, second extra HP: 40.000; extra bomb: 80.000&lt;br /&gt;
* _Veteran_ difficulty: {{unconfirmed}}; extra bomb: 10.000 ({{unconfirmed}} I’m confused now)&lt;br /&gt;
* _Expert_ difficulty: {{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000 || 60.000 || 75.000{{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000 || 120.000 || 150.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000 || 180.000 || 225.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000 || 360.000 || 450.000 || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28465</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28465"/>
		<updated>2024-03-21T14:55:47Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shot down rate */ guesstimating the Veteran 80% kill bonus score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* ''combo bonus'' (see below)&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb on Noob and Normal, 75.000 on Veteran (and Expert{{unconfirmed}})&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 640.000 for 8 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up is worth depending on the difficulty:&lt;br /&gt;
&lt;br /&gt;
* _Noob_ difficulty: first extra HP: 10.000, second extra: 20.000; extra bomb 40.000{{unconfirmed}}&lt;br /&gt;
* _Normal_ difficulty: first extra HP: 20.000, second extra HP: 40.000: extra bomb: 80.000&lt;br /&gt;
* _Veteran_ difficulty: {{unconfirmed}}&lt;br /&gt;
* _Expert_ difficulty: {{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000 || 60.000 || 75.000{{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000 || 120.000 || 150.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000 || 180.000 || 225.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000 || 360.000 || 450.000 || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28464</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28464"/>
		<updated>2024-03-21T14:55:08Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ confirmed some more through game play&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# +2.0s before timer expires between combos (max. level{{unconfirmed}})&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The ''Chain Lightning'' special weapon will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Laser Gun'' special weapon will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a ''bomb'' to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Improvements of the ''Mine'' special weapon&lt;br /&gt;
# +50% speed increase of the launched mine travelling up the screen&lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the ''Shotgun''special weapon is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* ''Shotgun'' energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone please confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The ''Ancient Guardian'' special weapon will take Shin’s place as the enemies’ target. Costs 1 energy unit.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Leaf Shield'' special weapon shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed for each magic bullet&lt;br /&gt;
# 3 enemy bullets needed for each magic bullet&lt;br /&gt;
# 2 enemy bullets needed for each magic bullet (max. level {{unconfirmed}})&lt;br /&gt;
* Enemy bullets passing through the ''Ancent Guardian'' special weapon slow down&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28463</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28463"/>
		<updated>2024-03-21T14:38:02Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Scoring */ confirmed some more shot down rate bonuses and figured out how extra bomb &amp;amp; HP scores work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* ''combo bonus'' (see below)&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb on Noob and Normal, 75.000 on Veteran (and Expert{{unconfirmed}})&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 640.000 for 8 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up is worth depending on the difficulty:&lt;br /&gt;
&lt;br /&gt;
* _Noob_ difficulty: first extra HP: 10.000, second extra: 20.000; extra bomb 40.000{{unconfirmed}}&lt;br /&gt;
* _Normal_ difficulty: first extra HP: 20.000, second extra HP: 40.000: extra bomb: 80.000&lt;br /&gt;
* _Veteran_ difficulty: {{unconfirmed}}&lt;br /&gt;
* _Expert_ difficulty: {{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000 || 60.000 || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000 || 120.000 || 150.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000 || 180.000 || 225.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000 || 360.000 || 450.000 || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28462</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28462"/>
		<updated>2024-03-21T13:54:47Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Scoring */ combo bonus applies regardless if you fail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* ''combo bonus'' (see below)&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 320.000 for 7 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points (? 20.000 for second?)&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000{{unconfirmed}} || {{unconfirmed}} || 150.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000{{unconfirmed}} || 180.000{{unconfirmed}} || 225.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000{{unconfirmed}} || 360.000{{unconfirmed}} || 450.000 || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28461</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28461"/>
		<updated>2024-03-21T13:54:04Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shot down rate */ some more filled in and confirmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''combo bonus'' (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 320.000 for 7 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points (? 20.000 for second?)&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000{{unconfirmed}} || {{unconfirmed}} || 150.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000{{unconfirmed}} || 180.000{{unconfirmed}} || 225.000 || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000{{unconfirmed}} || 360.000{{unconfirmed}} || 450.000 || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28460</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28460"/>
		<updated>2024-03-21T13:52:18Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shot down rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''combo bonus'' (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 320.000 for 7 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points (? 20.000 for second?)&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000{{unconfirmed}} || 180.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000{{unconfirmed}} || 360.000{{unconfirmed}} || 450.000{{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28459</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28459"/>
		<updated>2024-03-21T13:52:05Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Scoring */ reorganized and improved (still needs work)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* ''shot down'' score: enemies shoot down and picked-up stars, medals, and extra HP/bombs{{unconfirmed}}&lt;br /&gt;
* end-stage bonus, if you survived the stage:&lt;br /&gt;
** increasing ''shot down rate'' bonus for a high shot down rate (see below)&lt;br /&gt;
** ''combo bonus'' (see below)&lt;br /&gt;
** ''bomb remaining'' bonus: 50.000 points/bomb&lt;br /&gt;
** ''HP remaining'' bonus: starting with 5.000 for 1 HP left and doubling that score for each additional HP (10.000 for 2 HP, …, 320.000 for 7 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points (? 20.000 for second?)&lt;br /&gt;
&lt;br /&gt;
==== Shot down rate ====&lt;br /&gt;
&lt;br /&gt;
Shot down rate depends, clearly, on the percentage of the enemies shot down; but also on the difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! percentage !! Noob !! Normal !! Veteran !! Expert&lt;br /&gt;
|-&lt;br /&gt;
| ≥80% || 50.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥90% || 100.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| ≥95% || 150.000{{unconfirmed}} || 180.000{{unconfirmed}} || {{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 300.000{{unconfirmed}} || 360.000{{unconfirmed}} || 450.000{{unconfirmed}} || {{unconfirmed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 at 80%, 90%, 95%, and culminating at all enemies cleared; higher difficulties provide higher bonuses – e.g. 50.000 for above 80% on easy difficulty; 300.000 for an “all kill” on easy, 450.000 on veteran difficulty.&lt;br /&gt;
&lt;br /&gt;
==== Combo bonus ====&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a (combo bonus{{unconfirmed}}) score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28458</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28458"/>
		<updated>2024-03-21T13:01:11Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Asimo */ finalised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The ''Chain Lightning'' special weapon will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Laser Gun'' special weapon will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a ''bomb'' to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Improvements of the ''Mine'' special weapon&lt;br /&gt;
# +50% speed increase of the launched mine travelling up the screen&lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the ''Shotgun''special weapon is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* ''Shotgun'' energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone please confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The ''Ancient Guardian'' special weapon will take Shin’s place as the enemies’ target. Costs 1 energy unit.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Leaf Shield'' special weapon shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed for each magic bullet&lt;br /&gt;
# 3 enemy bullets needed for each magic bullet&lt;br /&gt;
# 2 enemy bullets needed for each magic bullet (max. level {{unconfirmed}})&lt;br /&gt;
* Enemy bullets passing through the ''Ancent Guardian'' special weapon slow down&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28457</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28457"/>
		<updated>2024-03-21T13:00:23Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Echo */ almost finalised – a detail for Shotgun weapon still needs confirmation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Improvements of the ''Mine'' special weapon&lt;br /&gt;
# +50% speed increase of the launched mine travelling up the screen&lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the ''Shotgun''special weapon is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* ''Shotgun'' energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone please confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The ''Ancient Guardian'' special weapon will take Shin’s place as the enemies’ target. Costs 1 energy unit.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Leaf Shield'' special weapon shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed for each magic bullet&lt;br /&gt;
# 3 enemy bullets needed for each magic bullet&lt;br /&gt;
# 2 enemy bullets needed for each magic bullet (max. level {{unconfirmed}})&lt;br /&gt;
* Enemy bullets passing through the ''Ancent Guardian'' special weapon slow down&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28456</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28456"/>
		<updated>2024-03-21T12:58:03Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shin */ finalised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The ''Ancient Guardian'' special weapon will take Shin’s place as the enemies’ target. Costs 1 energy unit.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The ''Leaf Shield'' special weapon shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed for each magic bullet&lt;br /&gt;
# 3 enemy bullets needed for each magic bullet&lt;br /&gt;
# 2 enemy bullets needed for each magic bullet (max. level {{unconfirmed}})&lt;br /&gt;
* Enemy bullets passing through the ''Ancent Guardian'' special weapon slow down&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28455</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28455"/>
		<updated>2024-03-21T12:54:41Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Samhill */ finalised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Improve ''Fireball'' special weapon &lt;br /&gt;
# -1s cooldown&lt;br /&gt;
# balls of fire penetrate enemies&lt;br /&gt;
# shoots 5 balls of fire (instead of 3) (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon neutralizes enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* ''Slash'' melee special weapon attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed (max. level {{unconfirmed}})&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28454</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28454"/>
		<updated>2024-03-21T12:38:42Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ I _think_ ”technique kill” = “Special Kill Rank”&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards the Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo and hence bonus points&lt;br /&gt;
# and it will count towards Special Kill Rank{{unconfirmed}} and hence bonus multiplier (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed (max. level {{unconfirmed}})&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28438</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28438"/>
		<updated>2024-03-20T22:47:17Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Items */ fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between shooting two drones: the one on the left carrying health pods; the one on the right either bomb pods or charge pods.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* enemies shoot down and stars/medals/HP/bombs collected{{unconfirmed}}&lt;br /&gt;
* bonus for a high shot down rate culminating at all enemies cleared – 50.000 for above 80%, 100.000 for aboxe 90%, 180.000 for above 95%, and 300.000 for an “all kill”&lt;br /&gt;
* combo bonus&lt;br /&gt;
* bonus for remaining bombs 50.000 points/bomb&lt;br /&gt;
* bonus for remaning HP, starting with 5.000 for 1 HP left and doubling that score for each additional HP (e.g. 10.000 for 2 HP, and 80.000 for 5 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points.&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28437</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28437"/>
		<updated>2024-03-20T22:46:17Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Unlockable Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between two: health pods on the left; bomb pods or charge pods on the right.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* enemies shoot down and stars/medals/HP/bombs collected{{unconfirmed}}&lt;br /&gt;
* bonus for a high shot down rate culminating at all enemies cleared – 50.000 for above 80%, 100.000 for aboxe 90%, 180.000 for above 95%, and 300.000 for an “all kill”&lt;br /&gt;
* combo bonus&lt;br /&gt;
* bonus for remaining bombs 50.000 points/bomb&lt;br /&gt;
* bonus for remaning HP, starting with 5.000 for 1 HP left and doubling that score for each additional HP (e.g. 10.000 for 2 HP, and 80.000 for 5 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points.&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. These are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28436</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28436"/>
		<updated>2024-03-20T22:45:25Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Before a boss battle you can choose between two: health pods on the left; bomb pods or charge pods on the right.&lt;br /&gt;
&lt;br /&gt;
In ''Arcade mode'', whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(In ''Campaign'' and ''Practice'' mode extra HP pick-ups turn into bonus score points though.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* enemies shoot down and stars/medals/HP/bombs collected{{unconfirmed}}&lt;br /&gt;
* bonus for a high shot down rate culminating at all enemies cleared – 50.000 for above 80%, 100.000 for aboxe 90%, 180.000 for above 95%, and 300.000 for an “all kill”&lt;br /&gt;
* combo bonus&lt;br /&gt;
* bonus for remaining bombs 50.000 points/bomb&lt;br /&gt;
* bonus for remaning HP, starting with 5.000 for 1 HP left and doubling that score for each additional HP (e.g. 10.000 for 2 HP, and 80.000 for 5 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points.&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. Often(?) these are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28432</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28432"/>
		<updated>2024-03-20T22:02:39Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ c&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# and it will count as technique kill (what is technique kill anyway{{unconfirmed}}) (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# and it will count as technique kill (what is technique kill anyway{{unconfirmed}}) (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed (max. level {{unconfirmed}})&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28428</id>
		<title>AngerForce: Reloaded</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded&amp;diff=28428"/>
		<updated>2024-03-20T16:24:38Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shin */ some strategy on Shin on high difficulty Campaign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anger force reloaded logo.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = AngerForce: Reloaded&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Screambox Studio]]&lt;br /&gt;
|officialsite = [http://www.screambox.net/ Screambox Studio]&lt;br /&gt;
|music = Person A&lt;br /&gt;
|program = Person B&lt;br /&gt;
|art = Person C&lt;br /&gt;
|releasedate = 2019-04-02&lt;br /&gt;
|previousgame = [[AngerForce: Strikers]]&lt;br /&gt;
|nextgame = Ancient Abyss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''AngerForce: Reloaded''' is a vertical scrolling shooter by the Chinese indie studio [[Screambox Studio]]. It is very remeniscent of 1990’s arcade shooters (e.g. from [[Psikyo]]), but it includes a lot of its own character, such as through its high-definition cartoonish look and by including an interesting mix of mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
On Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
Movement is 8-way via left analogue stick or the D-pad.&lt;br /&gt;
&lt;br /&gt;
* '''A (tap):''' Single shot main weapon&lt;br /&gt;
* '''A (hold):''' Charging energy&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''Y:''' Auto-shot main weapon&lt;br /&gt;
* '''L:''' Left special attack&lt;br /&gt;
* '''R:''' Right special attack&lt;br /&gt;
* '''ZL:''' Slow down movement&lt;br /&gt;
* '''ZR:''' Speed up movement&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulties ===&lt;br /&gt;
&lt;br /&gt;
There are three single-player modes in AngerForce: Reloaded and a Local Co-Op mode.&lt;br /&gt;
&lt;br /&gt;
==== Campaign  ====&lt;br /&gt;
&lt;br /&gt;
Campaign is the story mode and its biggest difference to the Arcade mode is that it has an optional leveling-up system in place. During the game certain enemies will drop blue-ish glowing orb pick-ups. These can then be spent between the stages to buy health, bombs, and/or energy charge. Should you die, you can use a certain amount of orbs to buy a continue. Continues can be used once per stage and the higher the stage, the more costly they are.&lt;br /&gt;
&lt;br /&gt;
After you die/finish your run, you can spend any remaining orbs to level up either specific character’s skills (e.g. faster special attack) or general skills skills shared between all (e.g. temporary immunity). For descriptions see [[AngerForce: Reloaded/Campaign Upgrades]].&lt;br /&gt;
&lt;br /&gt;
Beating the game at each difficulty presents the player with a new story cutscene for the character they play as, and unlocks a difficulty above it.&lt;br /&gt;
&lt;br /&gt;
* ''Noob'' difficulty consists of 3 stages and has a moderate amount of bullets of relatively slow speed.&lt;br /&gt;
* ''Normal'' difficulty consists of 5 stages and has a moderate mount of bullets at normal speed. The bosses now include an additional enraged mode.&lt;br /&gt;
* ''Veteran'' difficulty consists of 7 stages and apart from that makes bullets faster and denser than in Normal mode.&lt;br /&gt;
* ''Expert'' difficulty consists of 7 stages with the addition of new random enemies that appear in each stage. Contains faster and denser bullets than in Veteran mode.&lt;br /&gt;
&lt;br /&gt;
==== Practice ====&lt;br /&gt;
&lt;br /&gt;
Practice mode lets you play through the stages and difficulties that you already unlocked in Campaign mode, and all upgrades that you enabled in Campaign mode apply.&lt;br /&gt;
&lt;br /&gt;
==== Arcade ====&lt;br /&gt;
&lt;br /&gt;
In Arcade mode there is only one difficulty and it spans all 7 stages (I assume, I haven’t beaten it yet). In addition there are no continues, so you either [[1CC]] it or die trying.&lt;br /&gt;
&lt;br /&gt;
Between each stage you may chose one of three upgrades offered to you.&lt;br /&gt;
&lt;br /&gt;
If you collect more health points than your characters maximum health, you will start saving up for unlocking a new HP. See [[#Items|Items]].&lt;br /&gt;
&lt;br /&gt;
==== Local Co-Op ====&lt;br /&gt;
&lt;br /&gt;
Like [[#Campaign|Campaign mode]], but for two players.&lt;br /&gt;
&lt;br /&gt;
The upgrades, score, combo counters and continues are shared between the players.&lt;br /&gt;
&lt;br /&gt;
Health, energy and bomb stock are per player though.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
There are four playable characters:&lt;br /&gt;
&lt;br /&gt;
* Asimo&lt;br /&gt;
* Echo&lt;br /&gt;
* Samhill&lt;br /&gt;
* Shin&lt;br /&gt;
&lt;br /&gt;
Each character has their own stats and weapons. They each have their own stories and reasons why they are angry, but their individual stories intertwine into a coherent overarching explanation of what happened to the world they reside in.&lt;br /&gt;
&lt;br /&gt;
==== Asimo ====&lt;br /&gt;
&lt;br /&gt;
Asimo is an intelligent robot who is out for revenge to track down and annihilate whomever killed his human family. His play style can be described as a tank, as he has the most health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3-4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''main weapon''' is a ''reletively weak wide spread shot'' that has 5 prongs and at its furthers span ⅔ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a ''Laser Gun'' that Asimo deploys on the screen (it stays static), which damages all enemies that come into contact with its forward shooting beam, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 2&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is called ''Chain Lightning'' and it shoots two lightning balls that are connected with a chain and progress forward. It damages all emenies in its path, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3-4&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Asimo’s '''bomb''' is a powerful laser that Asimo shoots and can move with him for as long as it lasts. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Asimo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 42 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Echo ====&lt;br /&gt;
&lt;br /&gt;
Echo is the dauther of the owner of Masck industries – the largest intelligent machine manufacturer – who was assassinated. She grew up with her grandfather in the countryside. After her grandfather died, people started accusing her family of being responsible for the Robot Rebellion, which made her angry and pushed her to pursue the truth. Her play style can be described as a glass cannon assassin, as she has the strongest attacks, but least health.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 5&lt;br /&gt;
* health: 2&lt;br /&gt;
&lt;br /&gt;
Echo’s '''main weapon''' is a ''powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
Her '''Left special weapon''' is a ''Shotgun'' that deals damage to all enemies within its short (cca. ½ screen height) conical shot range, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2-3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Her '''Right special weapon''' is a ''Mine'' that slowly floats upwards and exploads on impact with the first enemy. Upon explosion it deals a great amount of damage to all enemies within its range, and has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 5&lt;br /&gt;
&lt;br /&gt;
Echo’s '''bomb''' drops several bombs in a random pattern. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Echo needs to fill up the ''bomb gauge'' in Campaign mode to 35, for the second bomb to 38, then 41 for the third, 46 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 57, the second 62, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Samhill ====&lt;br /&gt;
&lt;br /&gt;
Samhill grew up on the street until the Doctor took him in. One day the Doctor was assassinated in front of Samhill’s eyes, which lead him to grow angry at himself for not being powerful enough to save the Doctor. That anger lead to his vendetta against the (robot) world. Samhill plays like a good all-rounder.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 4&lt;br /&gt;
* health: 4&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''main weapon''' is a ''relatively powerful straight shot''.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a sword ''Slash'' that deals great damage to all enemies within its melee range (cca. ⅓ screen height), with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 3&lt;br /&gt;
* power: 4&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to cast three ''Fireballs'' that shoot upwards, and have the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 5&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 2&lt;br /&gt;
&lt;br /&gt;
Samhill’s '''bomb''' covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Samhill needs to fill up the ''bomb gauge'' in Campaign mode to 31, for the second bomb to 34, then 36 for the third, 40 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 49, the second 54, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
==== Shin ====&lt;br /&gt;
&lt;br /&gt;
Shin belongs to a race of island-dwelling race of short, nature-magic-wielding, antropomorphic fox-like people. After an unknown perpetrator attacked their forrest village and stole their sacred artefact known as the Miracle, Shin has agreed to accept the role of his people’s Guardian and to retrieve the Miracle by any cost – even his own life. Shin can be desribed as a wizard-style character to play.&lt;br /&gt;
&lt;br /&gt;
Character stats:&lt;br /&gt;
&lt;br /&gt;
* attack: 3&lt;br /&gt;
* health: 3&lt;br /&gt;
&lt;br /&gt;
Shin’s '''main weapon''' is a ''weak slightly spread shot'', which has 5 almost vulcan-like prongs that at its furthers span cca. ½ of the screen width.&lt;br /&gt;
&lt;br /&gt;
His '''Left special weapon''' is a melee ''Leaf Shield'' that deals some damage to enemies and neutralises bullets within its melee range (cca. ⅕ screen height). In Campaign mode you can upgrade it so for every 4 (upgradable down to 2) amount of bullets neutralised this way a weak homing shot will trigger. These homing bullets can be very beneficial on Veteran difficulty. This special has the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 2&lt;br /&gt;
* power: 3&lt;br /&gt;
* energy cost: 3&lt;br /&gt;
&lt;br /&gt;
His '''Right special weapon''' is to summon ''The Ancient Guardian'' who upon appearance stays static and casts a wide (cone?) attack in front of him, with the following stats:&lt;br /&gt;
&lt;br /&gt;
* radius: 4&lt;br /&gt;
* power: 5&lt;br /&gt;
* energy cost: 4&lt;br /&gt;
&lt;br /&gt;
Shin’s '''bomb''' is a leaf storm that covers the whole screen. As all other bombs in this game, it clears all the bullets on the screen. To acquire a bomb on an empty stock, Shin needs to fill up the ''bomb gauge'' in Campaign mode to 39, for the second bomb to 43, then 46 for the third, 51 for fourth, etc. In Arcade mode the bombs are much more expensive and limited to just three stock, with the first bomb costing 63, the second 69, and the third bomb __.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Each playable character has a different main shot and two secondary special attacks, which each consume a different amount of charge. The bomb also differs from character to character, but they are all of the screen-clearing type.&lt;br /&gt;
&lt;br /&gt;
You collect '''energy charge''' either by collecting the purple gems or charging by pressing your main shot (''not'' the auto-fire). The amount of energy needed for each special attack is shown next to its attack’s icon. For better usability, you can also see on the left and right side respectively of your character with your current charge how many special attacks of each type you can spend.&lt;br /&gt;
&lt;br /&gt;
Whenever you use a special attack, the '''bomb gauge''' charges up by as many charge points as you consumed to fire thas special attack. Once the bomb gauge fills up, you gain an extra bomb. The amount of energy needed to be consumed to gain a bomb varies from character and how much bombs you currently have in stock – the more bombs you have, the higher the cost of a new one (see [[#Characters]] for details).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Purple gems charge up your energy.&lt;br /&gt;
&lt;br /&gt;
Rarely, there are also health pods, bomb pods, and charge pods. Before a boss battle you can choose between two.&lt;br /&gt;
&lt;br /&gt;
Whenever you pick up (or buy) an extra health pick-up while your health is already at its current maximum, a second bar will start filling below your actual health bar. If you fill up that second bar (i.e. collect as many extra health pods as your max health currently is) you will gain one more health point to your actual health bar.&lt;br /&gt;
&lt;br /&gt;
Example: Shin has 3 HP at first, if he gets 3 extra HP at full HP, the maximum HP number will grow to 4. And then he will need to get 4 extra to grow to 5, etc.&lt;br /&gt;
&lt;br /&gt;
(This health topping-up mechanic may be limited to Arcade mode.)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
The game presents score page per stage and per full run in both Campaign and Arcade modes.&lt;br /&gt;
&lt;br /&gt;
The score consists of:&lt;br /&gt;
* enemies shoot down and stars/medals/HP/bombs collected{{unconfirmed}}&lt;br /&gt;
* bonus for a high shot down rate culminating at all enemies cleared – 50.000 for above 80%, 100.000 for aboxe 90%, 180.000 for above 95%, and 300.000 for an “all kill”&lt;br /&gt;
* combo bonus&lt;br /&gt;
* bonus for remaining bombs 50.000 points/bomb&lt;br /&gt;
* bonus for remaning HP, starting with 5.000 for 1 HP left and doubling that score for each additional HP (e.g. 10.000 for 2 HP, and 80.000 for 5 HP)&lt;br /&gt;
&lt;br /&gt;
Silver stars are worth 500 points. Silver medals 1.000 points Gold medals are worth 2.500 points. Medals are obtained by killing enemies with specials or bombs.&lt;br /&gt;
&lt;br /&gt;
Any HP or bomb picked up over your full stock is worth 10.000 points.&lt;br /&gt;
&lt;br /&gt;
Killing enemies with special attacks raises your Special Kill Rank, which acts as a score multiplier that can go up to 5x.&lt;br /&gt;
&lt;br /&gt;
Combo bonus is achieved by chaining special attacks. Each time you hit an enemy with a special attack, you gain a bonus and then a countdown starts. If you hit another enemy with a special attack before it runs out, you continue the combo. (As discussed in [[#Weapons|Weapons section]] this also counts towards the bomb gauge.)&lt;br /&gt;
&lt;br /&gt;
At every stage and run it gives you a rating spaning from D to SSS.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
By playing Campaign you can unlock story-related information for each character, by collecting scrolls hidden in the level. Often(?) these are obtained by shooting a drone carrying a letterbox that pops up somewhere in the level.&lt;br /&gt;
&lt;br /&gt;
By finishing the Campaign mode with each character on different difficulties, you learn more and more about their story as well.&lt;br /&gt;
&lt;br /&gt;
The memories contained in the scroll items and the animations from the story can be found under ''Collection'' in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[AngerForce:_Reloaded/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In general the big ballancing act is between conserving energy to power maintain a steady supply for special attacks and using said special attacks to kill enemies as often as possible in order to keep up the combo chain, raise the score multiplier and charge up extra bombs.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
An earlier version of this game was first created for mobile iOS under the name [[AngerForce: Strikers]], which explains the “Reloaded” part of the name. While visually very similar, Strikers does seem like a much earlier iteration of what later turned out as Reloaded, as not only polish but also a big overhaul of the game mechanics and stages has been done in Reloaded.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
The game (at least on Nintendo Switch) has also support for vertical screen orientation both in 90° and 270° rotation, which makes it compatible with the [[FlipGrip]]. Unfortunately this only applies to the action part of the game, and not the menus; so the orientation flips back and forth in Campaign mode.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
# [https://www.youtube.com/watch?v=HPukjmPNhd8 ”AngerForce: Reloaded Review” video by Shmups On Switch]&lt;br /&gt;
# [https://www.azormx.com/azormx/greatest-shmup-of-them-all/the-search-for-the-greatest-shmup-episode-9-angerforce-reloaded/ The Search for the Greatest Shmup: Episode 9 – AngerForce: Reloaded]&lt;br /&gt;
# Personal experience by [[User:Hook|Hook]] and enquiry of the developer on this topic, also recorded in [https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=66683 this thread on shmups.system11.org forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28420</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28420"/>
		<updated>2024-03-20T14:34:11Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ confirmed some more through game play&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# and it will count as technique kill (what is technique kill anyway{{unconfirmed}}) (max. level{{unconfirmed}})&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# and it will count as technique kill (what is technique kill anyway{{unconfirmed}}) (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed (max. level {{unconfirmed}})&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28393</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28393"/>
		<updated>2024-03-19T19:25:44Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# 10s lasting shield (max. level{{unconfirmed}})&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# +30% faster energy recovery (max. level{{unconfirmed}})&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter takes longer to time out&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed (max. level {{unconfirmed}})&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28385</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28385"/>
		<updated>2024-03-19T18:18:50Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ updated some more info, confirmed while playing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# +1 bomb &amp;amp; +1 bomb capacity&lt;br /&gt;
# +2 bombs &amp;amp; +2 bomb capacity (max. level{{unconfirmed}})&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# +20% faster energy charging (max. level{{unconfirmed}})&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# +25% damage increase (max. level{{unconfirmed}})&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per life? per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# +25% faster bomb charging (max. level{{unconfirmed}})&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each purple gem picked up&lt;br /&gt;
# …&lt;br /&gt;
* Purple gems (energy charge): magic bullet&lt;br /&gt;
# picking up a purple gem will cause a magical bullet to shoot out&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s before timer expires between combos&lt;br /&gt;
# +1.5s before timer expires between combos&lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed (max. level {{unconfirmed}})&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28372</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28372"/>
		<updated>2024-03-19T14:20:55Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shin */ finalised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# …&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# …&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# …&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each energy charge picked up&lt;br /&gt;
# …&lt;br /&gt;
* Picking up energy units will cause a magical bullet to shoot out&lt;br /&gt;
# … &lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s longer time &lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed (max. level {{unconfirmed}})&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28371</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28371"/>
		<updated>2024-03-19T14:04:53Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Asimo */ re-organised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# …&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# …&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# …&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each energy charge picked up&lt;br /&gt;
# …&lt;br /&gt;
* Picking up energy units will cause a magical bullet to shoot out&lt;br /&gt;
# … &lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s longer time &lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed&lt;br /&gt;
# …&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28369</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28369"/>
		<updated>2024-03-19T14:03:28Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Echo */ re-organised and filled out some blanks – should be complete now, but a feature still needs confirmation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# …&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# …&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# …&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each energy charge picked up&lt;br /&gt;
# …&lt;br /&gt;
* Picking up energy units will cause a magical bullet to shoot out&lt;br /&gt;
# … &lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s longer time &lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage – max. level: 1&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path – max. level: 1&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP – max. level: 1&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Mine’s speed increases and energy cost decrease&lt;br /&gt;
# +50% speed increase &lt;br /&gt;
# +100% speed increase&lt;br /&gt;
# +100% speed increase &amp;amp; -1 energy unit cost (max. level)&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired&lt;br /&gt;
# 0.5s lasting shield&lt;br /&gt;
# 0.8s lasting shield&lt;br /&gt;
# 1.2s lasting shield (max. level)&lt;br /&gt;
* Shotgun energy cost decrease, but damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works)&lt;br /&gt;
# -1 energy unit cost (max. level)&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed&lt;br /&gt;
# …&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28368</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28368"/>
		<updated>2024-03-19T13:57:27Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# …&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# …&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# …&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each energy charge picked up&lt;br /&gt;
# …&lt;br /&gt;
* Picking up energy units will cause a magical bullet to shoot out&lt;br /&gt;
# … &lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s longer time &lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage – max. level: 1&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path – max. level: 1&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP – max. level: 1&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Energy point cost for the Shotgun decreases by 1, and damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works) – max. level: 1&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired (0.8s at level 2, 1.2s at level 3) – max. level: 3&lt;br /&gt;
* Mine’s speed increases (by … at level 1, by 100% at level 2, by 100% and costs 1 energy less at level 3) – max. level: 3&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed&lt;br /&gt;
# …&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28367</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28367"/>
		<updated>2024-03-19T13:57:00Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Samhill */ re-organised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# …&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# …&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# …&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each energy charge picked up&lt;br /&gt;
# …&lt;br /&gt;
* Picking up energy units will cause a magical bullet to shoot out&lt;br /&gt;
# … &lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s longer time &lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage – max. level: 1&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path – max. level: 1&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP – max. level: 1&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Energy point cost for the Shotgun decreases by 1, and damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works) – max. level: 1&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired (0.8s at level 2, 1.2s at level 3) – max. level: 3&lt;br /&gt;
* Mine’s speed increases (by … at level 1, by 100% at level 2, by 100% and costs 1 energy less at level 3) – max. level: 3&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Increases the speed and number of Fire Balls shot&lt;br /&gt;
# -1s cooldown of Fire Ball shot&lt;br /&gt;
# …&lt;br /&gt;
# shoots 5 Fire Balls (max. level)&lt;br /&gt;
* The melee special ability will neutralize enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* Melee attack slashes twice&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed&lt;br /&gt;
# …&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28366</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28366"/>
		<updated>2024-03-19T13:54:18Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* Shin */ re-organised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# …&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# …&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# …&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each energy charge picked up&lt;br /&gt;
# …&lt;br /&gt;
* Picking up energy units will cause a magical bullet to shoot out&lt;br /&gt;
# … &lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s longer time &lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage – max. level: 1&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path – max. level: 1&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP – max. level: 1&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Energy point cost for the Shotgun decreases by 1, and damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works) – max. level: 1&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired (0.8s at level 2, 1.2s at level 3) – max. level: 3&lt;br /&gt;
* Mine’s speed increases (by … at level 1, by 100% at level 2, by 100% and costs 1 energy less at level 3) – max. level: 3&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Melee attack slashes twice – max. level: 1&lt;br /&gt;
* The melee special ability will neutralize enemy bullets – max. level: 1&lt;br /&gt;
* Increases the speed{{unconfirmed}} and number of Fire Balls shot (at level 3 Samhill shoots 5 Fire Balls) – max. level: 3&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets&lt;br /&gt;
# 4 enemy bullets needed &lt;br /&gt;
# 3 enemy bullets needed &lt;br /&gt;
# 2 enemy bullets needed&lt;br /&gt;
# …&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.&lt;br /&gt;
# enables it (max. level)&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28364</id>
		<title>AngerForce: Reloaded/Campaign Upgrades</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=AngerForce:_Reloaded/Campaign_Upgrades&amp;diff=28364"/>
		<updated>2024-03-19T13:51:56Z</updated>

		<summary type="html">&lt;p&gt;Hook: /* General upgrades */ re-organised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[AngerForce: Reloaded#Campaign|Campaign mode]] after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your [[AngerForce: Reloaded#Campaign|Campaign]] and [[AngerForce: Reloaded#Practice|Practice]] runs.&lt;br /&gt;
&lt;br /&gt;
Each [[AngerForce: Reloaded#Characters|character]] has a few upgrades specific just to them, but the vast majority is shared between all four.&lt;br /&gt;
&lt;br /&gt;
Some upgrades can be upgraded several levels.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet'''''&lt;br /&gt;
&lt;br /&gt;
== General upgrades ==&lt;br /&gt;
&lt;br /&gt;
These upgrades are shared between all four characters.&lt;br /&gt;
&lt;br /&gt;
* Bombs and bomb capacity &lt;br /&gt;
# +0 bombs &amp;amp; +1 bomb capacity&lt;br /&gt;
# …&lt;br /&gt;
* Energy charging speed&lt;br /&gt;
# +8% faster energy charging&lt;br /&gt;
# +14% faster energy charging &lt;br /&gt;
# …&lt;br /&gt;
* Shot damage&lt;br /&gt;
# +8% damage increase&lt;br /&gt;
# +16% damage increase&lt;br /&gt;
# …&lt;br /&gt;
* Additional HP&lt;br /&gt;
# +1 HP&lt;br /&gt;
# +2 HP&lt;br /&gt;
# +3 HP (max. level)&lt;br /&gt;
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)&lt;br /&gt;
# 3s lasting shield&lt;br /&gt;
# 6s lasting shield&lt;br /&gt;
# …&lt;br /&gt;
* Energy (“mana”) recovery speed when holding the shot button&lt;br /&gt;
# +10% faster energy recovery&lt;br /&gt;
# +20% faster energy recovery&lt;br /&gt;
# …&lt;br /&gt;
* Colliding into enemies is made safer&lt;br /&gt;
# you will not lose health&lt;br /&gt;
# you will not lose energy either (max. level)&lt;br /&gt;
* Bomb charging speed&lt;br /&gt;
# +8% faster bomb charging&lt;br /&gt;
# +17% faster bomb charging&lt;br /&gt;
# …&lt;br /&gt;
* Special attack kills: magical bullet&lt;br /&gt;
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)&lt;br /&gt;
# and the damage it causes will count towards the combo&lt;br /&gt;
# …&lt;br /&gt;
* When in slow-speed mode, sucks all the items towards you&lt;br /&gt;
# enables it (max. level)&lt;br /&gt;
* The amount of energy recharged increased {{unconfirmed}}&lt;br /&gt;
# +10% more energy in each energy charge picked up&lt;br /&gt;
# …&lt;br /&gt;
* Picking up energy units will cause a magical bullet to shoot out&lt;br /&gt;
# … &lt;br /&gt;
* Special attack kills extra: energy charges&lt;br /&gt;
# …&lt;br /&gt;
* Auto-bomber&lt;br /&gt;
# Whenever fatal damage would be taken, try to activate a bomb to prevent it&lt;br /&gt;
# …&lt;br /&gt;
* Bombing turns all enemy bullets into bonus score items&lt;br /&gt;
# …&lt;br /&gt;
* Combo counter time extends&lt;br /&gt;
# +0.75s longer time &lt;br /&gt;
# …&lt;br /&gt;
&lt;br /&gt;
== Asimo ==&lt;br /&gt;
&lt;br /&gt;
* The Chain Lightning will move slower after coliding with enemies to deal more damage – max. level: 1&lt;br /&gt;
* The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path – max. level: 1&lt;br /&gt;
* Adds a bomb to your stock whenever you lose 2 HP – max. level: 1&lt;br /&gt;
&lt;br /&gt;
== Echo ==&lt;br /&gt;
&lt;br /&gt;
* Energy point cost for the Shotgun decreases by 1, and damage drops to 60% after the first shot with the Shotgun ({{unconfirmed}} someone confirm, there are conflicting reports online how this actually works) – max. level: 1&lt;br /&gt;
* Deploys a shield that lasts for a short while after the Shotgun is fired (0.8s at level 2, 1.2s at level 3) – max. level: 3&lt;br /&gt;
* Mine’s speed increases (by … at level 1, by 100% at level 2, by 100% and costs 1 energy less at level 3) – max. level: 3&lt;br /&gt;
&lt;br /&gt;
== Samhill ==&lt;br /&gt;
&lt;br /&gt;
* Melee attack slashes twice – max. level: 1&lt;br /&gt;
* The melee special ability will neutralize enemy bullets – max. level: 1&lt;br /&gt;
* Increases the speed{{unconfirmed}} and number of Fire Balls shot (at level 3 Samhill shoots 5 Fire Balls) – max. level: 3&lt;br /&gt;
&lt;br /&gt;
== Shin ==&lt;br /&gt;
&lt;br /&gt;
* The Ancent Guardian slows down enemy bullets – max. level: 1&lt;br /&gt;
* The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets – upgradable several times, lowering the amount of bullets required (level 1: 4 enemy bullets, level 2: 3 enemy bullets, level 3: 2 enemy bullets …)&lt;br /&gt;
* The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point. – max. level: 1&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26215</id>
		<title>Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26215"/>
		<updated>2023-12-01T14:01:34Z</updated>

		<summary type="html">&lt;p&gt;Hook: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Games with Bullet-absorption_mechanic: {{Bullet-absorption_mechanic}}&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26214</id>
		<title>Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26214"/>
		<updated>2023-12-01T13:53:36Z</updated>

		<summary type="html">&lt;p&gt;Hook: this works now …needs styling though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bullet-absorption_mechanic}}&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26213</id>
		<title>Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26213"/>
		<updated>2023-12-01T13:52:42Z</updated>

		<summary type="html">&lt;p&gt;Hook: probably still broken&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bullet-Absorption_mechanic}}&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26212</id>
		<title>Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:Navbox&amp;diff=26212"/>
		<updated>2023-12-01T13:52:25Z</updated>

		<summary type="html">&lt;p&gt;Hook: init (probably broken)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{subst:Bullet-Absorption_mechanic}}&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:Bullet-absorption_mechanic&amp;diff=26181</id>
		<title>Template:Bullet-absorption mechanic</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:Bullet-absorption_mechanic&amp;diff=26181"/>
		<updated>2023-11-30T22:40:54Z</updated>

		<summary type="html">&lt;p&gt;Hook: init&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Giga Wing 2]]&lt;br /&gt;
* [[Ikaruga]]&lt;br /&gt;
* [[Mars Matrix]]&lt;br /&gt;
* [[Sisters Royale]]&lt;/div&gt;</summary>
		<author><name>Hook</name></author>
		
	</entry>
</feed>